• Title/Summary/Keyword: 텍스트 연구

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A Study on Intertextuality with Other Domains in the 21C Contemporary Fashion - Focused on Animation, Music, Performing Arts and Technology - (21세기 현대 패션에 나타난 타영역과의 상호텍스트성에 관한 연구 - 애니메이션, 음악, 무대예술, 테크놀로지를 중심으로 -)

  • 김혜정
    • Journal of the Korean Society of Costume
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    • v.54 no.2
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    • pp.105-119
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    • 2004
  • Cultural hybridization and global cross-fertilization, begun since the 1990s, mean the hybrid mixture of the low-class popular arts and the high-class fine arts and have found expression in intertextuality by means of the thinking system of de-constructuralist post-modernism. This study was intended to investigate the artistic intertextuality between fashion and art frontiere, especially between such fields as 'animation', 'music', and 'performing arts' and 'fashion', which shows the greatest characteristic of the phenomenon that the non-mainstream culture flows into the mainstream culture. It also aimed to investigate the intertextuality between 'technology' and 'fashion' as the delivery room of the youth culture and copycat culture due to the benefit of technologies since the 20th-century digital revolution. Animation as the neo-pop art with the popular code coming to the forefront in the 21th century integrated high-class fashion and low-class fashion into one through the combination of fashion and humor, and the musical element referring to the social difference of the cultural field and the social strata is becoming the 21th-century fashion icon through its fusion with the pictorial tendency along with the leisure-time life of the non-mainstream strata. In terms of intertextuality in performing arts, fashion style performs an important role in the presentation of performing arts and since the de-construction of the fin-de-ciecle form and its fusion with media have taken place, fashion works become and element of the origin that has an influence on a series of film, dance, dramatic elements and the like. The paradigm of technology made it socially and culturally possible to achieve the architecture of clothing system necessary for fashionable technical clothing by allowing the possibility of imitation, the function of technology to form popular culture. The intertextual tendency in the 21th-century fashion began from the de-constructive phenomenon of existing norms and now takes the multicultural character of surpassing a certain domain or concept. And it positions itself as the total art of spearheading the low-class culture and the non-mainstream culture as the hybrid domain of mainstream and non-mainstream cultures or high-class and low-class cultures.

Study on the Improvement of Extraction Performance for Domain Knowledge based Wrapper Generation (도메인 지식 기반 랩퍼 생성의 추출 성능 향상에 관한 연구)

  • Jeong Chang-Hoo;Choi Yun-Soo;Seo Jeong-Hyeon;Yoon Hwa-Mook
    • Journal of Internet Computing and Services
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    • v.7 no.4
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    • pp.67-77
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    • 2006
  • Wrappers play an important role in extracting specified information from various sources. Wrapper rules by which information is extracted are often created from the domain-specific knowledge. Domain-specific knowledge helps recognizing the meaning the text representing various entities and values and detecting their formats However, such domain knowledge becomes powerless when value-representing data are not labeled with appropriate textual descriptions or there is nothing but a hyper link when certain text labels or values are expected. In order to alleviate these problems, we propose a probabilistic method for recognizing the entity type, i.e. generating wrapper rules, when there is no label associated with value-representing text. In addition, we have devised a method for using the information reachable by following hyperlinks when textual data are not immediately available on the target web page. Our experimental work shows that the proposed methods help increasing precision of the resulting wrapper, particularly extracting the title information, the most important entity on a web page. The proposed methods can be useful in making a more efficient and correct information extraction system for various sources of information without user intervention.

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Study on the Creation and Usage of Cultural Contents for 'Geotaji Folk Tale' ('거타지' 설화의 문화콘텐츠 창작과 활용)

  • Lee, Kyu-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.8
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    • pp.119-127
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    • 2008
  • The object of this study is to find ways of a creation and an usage of cultural contents, based on the survey of the culture archetype facts, the culture elements and the narrative structure of 'Geotagi folk tale'. This story takes its place as our cultural archetype, because of its perfect narrative structure and the myth-like features in the story line. Additionally, various cultural elements implied in the text have the world wide universality as well as the unique traditional characters of Korea. Thus, for above reason, 'Geotagi folk tale' can be helpful in creating the new cultural contents. In creating and using the cultural contents of 'Geotagi folk tale', the first way is to build up the Digital contents including the data base of the original text and others, and the creation of graphics. The second way is to create the story bank utilizing hypertext. The third way is to make flash animations or games concerning the folk tale. and the fourth way is to to develop the symbols of the folk tale as animation characters.

Text mining on internet-news regarding climate change and food (기후변화 및 식품 관련 뉴스기사의 텍스트 마이닝)

  • Hyun, Yoonjin;Kim, Jeong Seon;Jeong, Jin-Wook;Yun, Simon;Lee, Moon-Soo
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.2
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    • pp.419-427
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    • 2015
  • Despite of correlation between climate changes and food-related information, it is still not easy for many users to get access to the information with interest. This study investigated how much climate change and food-related information are correlated with each other and how often they are exposed through frequency and correlation analysis on news articles on the internet portals. Through analysis on the frequency of climate change and food-related news articles, this study was able to figure out how often they are exposed at the same time by the internet news portals. In addition, a total of 59 correlation rules regarding the climate change and food-related vocabularies were derived from these news articles using the climate change and food-related glossaries. Then, a correlation between certain climate change-related and food-related words was analyzed in order to package the related words.

Implementation of smart chungbuk tourism based on SNS data analysis (SNS 데이터 분석을 통한 스마트 충북관광 구축)

  • Cho, Wan-Sup;Cho, Ah;Kwon, Kaaen;Yoo, Kwan-Hee
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.2
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    • pp.409-418
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    • 2015
  • With the development of mobile devices and Internet, information exchange has actively been made through SNS and Blogs. Blogs are widely used as a space where people share their experience after their visit to tourist attractions. We propose a method of recommending associated tourist attractions based on tourists' opinions using issue analysis, association analysis, and sentimental analysis for various online reviews including news in order to help to develop tour products and policies. The result shows that north area of Chungbuk province has been selected as issue attractions, and associated attractions/keywards have been identified for given well-known attraction. Positive/negative opinion for review texts has been analyzed and user can grasp the reason for the sentiments. Multidimensional analysis technique has been integrated to derive additional sophisticated insights and various policy proposal for smart tourism.

Modding Culture: A Study on Gamer's Cultural Practices (모드하기의 문화적 실천에 대한 연구: <엘더스크롤 IV: 오블리비언>의 커뮤니티를 중심으로)

  • Park, Keun-Seo
    • Korean journal of communication and information
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    • v.55
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    • pp.100-118
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    • 2011
  • The purpose of this study is to investigate the meaning of cultural practices of videogame audience with 'mod'. Videogame audience members are recognized as very active and interactive beings compared with other interpretive media audience members. Especially mod is one of the most dramatic cultural situation of videogame. It's very prominent properties are 'activity' and 'interactivity'. Videogame audience members, so called 'gamers' modify videogame software as their own sake and use it as their own intention. Modifying and playing with videogame, or 'modding' is very strong cultural program of gamer. Mod is one of avant-garde technology but its practice is not always radical. I observed practices of the members of Naver cafe 'Elderscroll' playing . They used mods of for their phallocentric desire. And they construct a hierarchical and top-dowon membership. So advanced technology and cultural media and text from it does not assure the same advanced contents.

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Intelligent Records and Archives Management That Applies Artificial Intelligence (인공지능을 활용한 지능형 기록관리 방안)

  • Kim, Intaek;An, Dae-Jin;Rieh, Hae-young
    • Journal of Korean Society of Archives and Records Management
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    • v.17 no.4
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    • pp.225-250
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    • 2017
  • The Fourth Industrial Revolution has become a focus of attention. Artificial intelligence (AI) is the key technology that will lead us to the industrial revolution. AI is also used to facilitate efficient workflow in records and archives management area, particularly abroad. In this study, we introduced the concept of AI and examined the background on how it rose. Then we reviewed the various applications of AI with prominent examples. We have also examined how AI is used in various areas such as text analysis, and image and speech recognition. In each of these areas, we have reviewed the application of AI from the viewpoint of records and archives management and suggested further utilization of the methods, including module and interface for intelligent records and archives information services.

Analysis and Recognition of Depressive Emotion through NLP and Machine Learning (자연어처리와 기계학습을 통한 우울 감정 분석과 인식)

  • Kim, Kyuri;Moon, Jihyun;Oh, Uran
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.2
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    • pp.449-454
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    • 2020
  • This paper proposes a machine learning-based emotion analysis system that detects a user's depression through their SNS posts. We first made a list of keywords related to depression in Korean, then used these to create a training data by crawling Twitter data - 1,297 positive and 1,032 negative tweets in total. Lastly, to identify the best machine learning model for text-based depression detection purposes, we compared RNN, LSTM, and GRU in terms of performance. Our experiment results verified that the GRU model had the accuracy of 92.2%, which is 2~4% higher than other models. We expect that the finding of this paper can be used to prevent depression by analyzing the users' SNS posts.

Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.12 no.1
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    • pp.79-106
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    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

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Web Accessibility Compliance of Major Web Sites in Korea (국내 민간기업의 웹 접근성 준수 실태)

  • Hyun, J.H.;Hong, K.S.;Shin, K.W.;Min, H.K.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.1 no.1
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    • pp.37-43
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    • 2007
  • Internet is essential to live nowadays, but persons with disabilities are hard to use internet because people who develops and operate web sites don't think and comply the web accessibility standard. In order to solve this problem, Korea governments implement a lot of policies such as. making web accessibility standard, operating web accessibility education program, etc.. The purpose of this paper is examined the web accessibility compliance of major web sites such as portal, news, banking, education in Korea. In order to investigate the web accessibility compliance status of major web sites's in Korea, 15 web sites were chosen. This study was used the 4 major checkpoints that must be the crucial among 14 checkpoints in Internet Web Contents Accessibility Guidelines which was amended by Ministry of the Information and Communication in 2005. The results of this study showed that 15 major web sites in Korea didn't meet the 4 major checkpoints.

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